feedback1 WD: late views keep the form in the client, 重生 clears statuses, blocked 隐匿 drawn solid

- render/app.js: the views' unit info is built by the exported renderInfo(UnitInfo), which now keeps `form`;
  addInfo dropped it, so a view built from fieldMeta (a teammate's field watched later, 联防 observers, a
  reconnect) still drew the first form. Tested through renderInfo (fake PIXI) and the real enterBattle(meta)
  path in headless Chrome (opt-in).
- content/enemies.js: rebirthCleanse at every 重生 (reborn, husk, statue): operator-applied buffs and
  source-less statuses go, own talents / enemy-given buffs / field state stay (PRTS 特殊机制 §重生). A 逐火
  knocked out while feared is no longer an unblockable ember.
- snapshot.js: an enemy's stealth bit only while its 隐匿 is on (not blocked, not revealed).
- Docs: area damage reaching an unblocked 隐匿 enemy is documented as an engine deviation (PRTS 作战机制
  §AOE伤害判定), not as the rule.
This commit is contained in:
sganggs committed 2026-10-03 03:44:17 +08:00
1 parent 5c23eeb804
commit e1ce0316dd
10 files changed
+274 -49

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+6 -3
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@@ -4,7 +4,8 @@
// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?,
// form?, skillIndex?, moduleId? } (form = an enemy's current model form, content/enemies.js setForm)
// dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1).
// flags bits & anim codes come from shared/constants.js (UF / ANIM).
// flags bits & anim codes come from shared/constants.js (UF / ANIM); an enemy's stealth bit = its 隐匿 is on (not while it
// is blocked or revealed), an ally's = 隐匿 / 迷彩 whatever it blocks.
import { UF, ANIM } from '../../shared/constants.js';
import { DIE_ANIM_TIME, ATTACK_ANIM_TIME, DEPLOY_ANIM_TIME } from './constants.js';
@@ -52,8 +53,10 @@ export function flagsOf(u) {
if (u.side === 'enemy' ? !!u.blockedBy : u.blocking.length > 0) bits |= UF.BLOCKED;
if (f.stun && !f.freeze && !f.sleep) bits |= UF.STUNNED;
if (f.freeze) bits |= UF.FROZEN;
// 隐匿 or 迷彩 (buffs.js camou): both shown the see-through way, blocking or not (targeting.js canTargetAlly)
if (f.stealth || f.camou) bits |= UF.STEALTH;
// 隐匿 or 迷彩 (buffs.js camou), shown the see-through way. An ally keeps it while blocking (targeting.js
// canTargetAlly); an enemy's 隐匿 is off while it is blocked or revealed (PRTS 作战机制 §隐匿 "在被阻挡时开关会被关掉从而
// 失去隐匿"; targeting.js canTargetEnemy): a blocked 逐火 余烬 is drawn solid while the team beats it
if (u.side === 'enemy' ? (f.stealth && !f.reveal && !u.blockedBy) || f.camou : f.stealth || f.camou) bits |= UF.STEALTH;
if (u.skill && u.skill.active && u.skill.kind !== 'passive') bits |= UF.SKILL;
if (u.s.shield > 0 || u.buffs.some((b) => b.shieldHits > 0)) bits |= UF.SHIELD;
if (f.invulnerable) bits |= UF.INVULN;